Пример #1
0
void C4ObjectInfoCore::CompileFunc(StdCompiler *pComp)
{
	C4ValueNumbers numbers;
	pComp->Value(mkNamingAdapt(id,          "id",               C4ID::None));
	pComp->Value(mkNamingAdapt(toC4CStr(Name),          "Name",             "Clonk"));
	pComp->Value(mkNamingAdapt(toC4CStr(DeathMessage),  "DeathMessage",     ""));
	pComp->Value(mkNamingAdapt(Rank,                    "Rank",             0));
	pComp->Value(mkNamingAdapt(sRankName,               "RankName",         "Clonk"));
	pComp->Value(mkNamingAdapt(sNextRankName,           "NextRankName",     ""));
	pComp->Value(mkNamingAdapt(toC4CStr(TypeName),      "TypeName",         "Clonk"));
	pComp->Value(mkNamingAdapt(Participation,           "Participation",    1));
	pComp->Value(mkNamingAdapt(Experience,              "Experience",       0));
	pComp->Value(mkNamingAdapt(NextRankExp,             "NextRankExp",      0));
	pComp->Value(mkNamingAdapt(Rounds,                  "Rounds",           0));
	pComp->Value(mkNamingAdapt(DeathCount,              "DeathCount",       0));
	pComp->Value(mkNamingAdapt(Birthday,                "Birthday",         0));
	pComp->Value(mkNamingAdapt(TotalPlayingTime,        "TotalPlayingTime", 0));
	pComp->Value(mkNamingAdapt(Age,                     "Age",              0));
	pComp->Value(mkNamingAdapt(mkParAdapt(ExtraData, &numbers), "ExtraData", C4ValueMapData()));
	pComp->Value(mkNamingAdapt(numbers,                 "ExtraDataValues"));
	if (pComp->isCompiler())
	{
		numbers.Denumerate();
		ExtraData.Denumerate(&numbers);
	}
}
Пример #2
0
void C4PlayerInfoCore::CompileFunc(StdCompiler *pComp)
	{

	pComp->Name("Player");
	pComp->Value(mkNamingAdapt(toC4CStr(PrefName),"Name",									"Neuling"));
	pComp->Value(mkNamingAdapt(toC4CStr(Comment),	"Comment",							""));
	pComp->Value(mkNamingAdapt(Rank,							"Rank",									0));
	pComp->Value(mkNamingAdapt(toC4CStr(RankName),"RankName",							/*pRanks ? pRanks->Name(Rank,false) :*/ LoadResStr("IDS_MSG_RANK"))); // TODO: check if this would be desirable
	pComp->Value(mkNamingAdapt(Score,							"Score",								0));
	pComp->Value(mkNamingAdapt(Rounds,						"Rounds",								0));
	pComp->Value(mkNamingAdapt(RoundsWon,					"RoundsWon",						0));
	pComp->Value(mkNamingAdapt(RoundsLost,				"RoundsLost",						0));
	pComp->Value(mkNamingAdapt(TotalPlayingTime,	"TotalPlayingTime",			0));
	pComp->Value(mkNamingAdapt(ExtraData,					"ExtraData",						C4ValueMapData()));
	pComp->Value(mkNamingAdapt(toC4CStr(LeagueName),"LeagueName",					""));
	pComp->NameEnd();

	pComp->Name("Preferences");
	pComp->Value(mkNamingAdapt(PrefColor,						"Color",							0));
	pComp->Value(mkNamingAdapt(PrefColorDw,					"ColorDw",						0xffu));
	pComp->Value(mkNamingAdapt(PrefColor2Dw,				"AlternateColorDw",		0u));
	pComp->Value(mkNamingAdapt(PrefControl,					"Control",						C4P_Control_Keyboard2));
	pComp->Value(mkNamingAdapt(PrefControlStyle,		"AutoStopControl",		0));
	pComp->Value(mkNamingAdapt(PrefAutoContextMenu,	"AutoContextMenu",		-1)); // compiling default is -1  (if this is detected, AutoContextMenus will be defaulted by control style)
	pComp->Value(mkNamingAdapt(PrefPosition,				"Position",						0));
	pComp->Value(mkNamingAdapt(PrefMouse,						"Mouse",							1));
	pComp->NameEnd();

	pComp->Value(mkNamingAdapt(LastRound,						"LastRound"						));

	}
Пример #3
0
void C4UpdatePackageCore::CompileFunc(StdCompiler *pComp) {
    pComp->Value(mkNamingAdapt(toC4CArr(RequireVersion), "RequireVersion"));
    pComp->Value(mkNamingAdapt(toC4CStr(Name), "Name", ""));
    pComp->Value(mkNamingAdapt(toC4CStr(DestPath), "DestPath", ""));
    pComp->Value(mkNamingAdapt(GrpUpdate, "GrpUpdate", 0));
    pComp->Value(mkNamingAdapt(UpGrpCnt, "TargetCount", 0));
    pComp->Value(mkNamingAdapt(toC4CArrU(GrpChks1), "GrpChks1"));
    pComp->Value(mkNamingAdapt(GrpChks2, "GrpChks2", 0u));
}
Пример #4
0
void C4PlayerInfoCore::CompileFunc(StdCompiler *pComp)
{
	C4ValueNumbers numbers;
	pComp->Name("Player");
	pComp->Value(mkNamingAdapt(toC4CStr(PrefName),"Name",                 "Neuling"));
	pComp->Value(mkNamingAdapt(toC4CStr(Comment), "Comment",              ""));
	pComp->Value(mkNamingAdapt(Rank,              "Rank",                 0));
	pComp->Value(mkNamingAdapt(toC4CStr(RankName),"RankName",            LoadResStr("IDS_MSG_RANK"))); // TODO: check if this would be desirable
	pComp->Value(mkNamingAdapt(TotalScore,        "Score",                0));
	pComp->Value(mkNamingAdapt(Rounds,            "Rounds",               0));
	pComp->Value(mkNamingAdapt(RoundsWon,         "RoundsWon",            0));
	pComp->Value(mkNamingAdapt(RoundsLost,        "RoundsLost",           0));
	pComp->Value(mkNamingAdapt(TotalPlayingTime,  "TotalPlayingTime",     0));
	pComp->Value(mkNamingAdapt(mkParAdapt(ExtraData, &numbers), "ExtraData", C4ValueMapData()));
	pComp->Value(mkNamingAdapt(numbers,           "ExtraDataValues"));
	if (pComp->isCompiler())
	{
		numbers.Denumerate();
		ExtraData.Denumerate(&numbers);
	}
	pComp->Value(mkNamingAdapt(toC4CStr(LeagueName),"LeagueName",         ""));
	pComp->NameEnd();

	pComp->Name("Preferences");
	pComp->Value(mkNamingAdapt(PrefColor,                "Color",            0));
	pComp->Value(mkNamingAdapt(PrefColorDw,              "ColorDw",          0xffu));
	pComp->Value(mkNamingAdapt(PrefColor2Dw,             "AlternateColorDw", 0u));
	pComp->Value(mkNamingAdapt(PrefPosition,             "Position",         0));
	pComp->Value(mkNamingAdapt(PrefMouse,                "Mouse",            1));
	pComp->Value(mkNamingAdapt(OldPrefControl,           "Control",          1));
	pComp->Value(mkNamingAdapt(OldPrefControlStyle,      "AutoStopControl",  0));
	pComp->Value(mkNamingAdapt(OldPrefAutoContextMenu,   "AutoContextMenu",  -1)); // compiling default is -1  (if this is detected, AutoContextMenus will be defaulted by control style)
	pComp->Value(mkNamingAdapt(PrefControl,              "ControlSet",       StdStrBuf()));
	pComp->Value(mkNamingAdapt(PrefClonkSkin,            "ClonkSkin",        0));
	pComp->NameEnd();

	pComp->Value(mkNamingAdapt(LastRound,                "LastRound"));

	pComp->Value(mkNamingAdapt(Achievements,                "Achievements"));
}
Пример #5
0
void C4ObjectInfoCore::CompileFunc(StdCompiler *pComp)
	{
	pComp->Value(mkNamingAdapt(mkC4IDAdapt(id),					"id",								C4ID_None));
	pComp->Value(mkNamingAdapt(toC4CStr(Name),					"Name",							"Clonk"));
	pComp->Value(mkNamingAdapt(toC4CStr(DeathMessage),	"DeathMessage",			""));
	pComp->Value(mkNamingAdapt(toC4CStr(PortraitFile),	"PortraitFile",			""));
	pComp->Value(mkNamingAdapt(Rank,										"Rank",							0));
	pComp->Value(mkNamingAdapt(sRankName,								"RankName",					"Clonk"));
	pComp->Value(mkNamingAdapt(sNextRankName,						"NextRankName",			""));
	pComp->Value(mkNamingAdapt(toC4CStr(TypeName),			"TypeName",					"Clonk"));
	pComp->Value(mkNamingAdapt(Participation,						"Participation",		1));
	pComp->Value(mkNamingAdapt(Experience,							"Experience",				0));
	pComp->Value(mkNamingAdapt(NextRankExp,							"NextRankExp",			0));
	pComp->Value(mkNamingAdapt(Rounds,									"Rounds",						0));
	pComp->Value(mkNamingAdapt(DeathCount,							"DeathCount",				0));
	pComp->Value(mkNamingAdapt(Birthday,								"Birthday",					0));
	pComp->Value(mkNamingAdapt(TotalPlayingTime,				"TotalPlayingTime",	0));
	pComp->Value(mkNamingAdapt(Age,											"Age",							0));
	pComp->Value(mkNamingAdapt(ExtraData,								"ExtraData",				C4ValueMapData()));

	pComp->FollowName("Physical");
	pComp->Value(Physical);
	}
Пример #6
0
void C4MaterialCore::CompileFunc(StdCompiler *pComp)
{
	assert(pComp->hasNaming());
	if (pComp->isCompiler()) Clear();
	pComp->Name("Material");
	pComp->Value(mkNamingAdapt(toC4CStr(Name),      "Name",                ""));

	const StdEnumEntry<C4MaterialCoreShape> Shapes[] =
	{
		{ "Flat",     C4M_Flat },
		{ "TopFlat",  C4M_TopFlat },
		{ "Smooth",   C4M_Smooth },
		{ "Rough",    C4M_Rough },
		{ "Octagon",  C4M_Octagon },
		{ "Smoother", C4M_Smoother },
		{ NULL, C4M_Flat }
	};
	pComp->Value(mkNamingAdapt(mkEnumAdaptT<uint8_t>(MapChunkType, Shapes),
	                                                "Shape",               C4M_Flat));
	pComp->Value(mkNamingAdapt(Density,             "Density",             0));
	pComp->Value(mkNamingAdapt(Friction,            "Friction",            0));
	pComp->Value(mkNamingAdapt(DigFree,             "DigFree",             0));
	pComp->Value(mkNamingAdapt(BlastFree,           "BlastFree",           0));
	pComp->Value(mkNamingAdapt(Blast2Object,        "Blast2Object",        C4ID::None));
	pComp->Value(mkNamingAdapt(Dig2Object,          "Dig2Object",          C4ID::None));
	pComp->Value(mkNamingAdapt(Dig2ObjectRatio,     "Dig2ObjectRatio",     0));
	pComp->Value(mkNamingAdapt(Dig2ObjectCollect,   "Dig2ObjectCollect",   0));
	pComp->Value(mkNamingAdapt(Blast2ObjectRatio,   "Blast2ObjectRatio",   0));
	pComp->Value(mkNamingAdapt(Blast2PXSRatio,      "Blast2PXSRatio",      0));
	pComp->Value(mkNamingAdapt(Instable,            "Instable",            0));
	pComp->Value(mkNamingAdapt(MaxAirSpeed,         "MaxAirSpeed",         0));
	pComp->Value(mkNamingAdapt(MaxSlide,            "MaxSlide",            0));
	pComp->Value(mkNamingAdapt(WindDrift,           "WindDrift",           0));
	pComp->Value(mkNamingAdapt(Inflammable,         "Inflammable",         0));
	if (pComp->isCompiler())
	{
		// The value used to have a wrong spelling ("Incindiary"). If there's
		// no "Incendiary" value, use the wrong spelling instead
		try
		{
			pComp->Value(mkNamingAdapt(Incendiary, "Incendiary"));
		}
		catch (StdCompiler::NotFoundException *ex)
		{
			delete ex;
			pComp->Value(mkNamingAdapt(Incendiary, "Incindiary", 0));
		}
	}
	else
	{
		// When serializing, write both spellings because some script might be
		// calling GetMaterialVal with the wrong one
		pComp->Value(mkNamingAdapt(Incendiary, "Incendiary"));
		pComp->Value(mkNamingAdapt(Incendiary, "Incindiary"));
	}
	pComp->Value(mkNamingAdapt(Corrode,             "Corrode",             0));
	pComp->Value(mkNamingAdapt(Corrosive,           "Corrosive",           0));
	pComp->Value(mkNamingAdapt(Extinguisher,        "Extinguisher",        0));
	pComp->Value(mkNamingAdapt(Soil,                "Soil",                0));
	pComp->Value(mkNamingAdapt(Placement,           "Placement",           0));
	pComp->Value(mkNamingAdapt(Light,               "Light",               0));
	pComp->Value(mkNamingAdapt(mkParAdapt(sTextureOverlay, StdCompiler::RCT_IdtfAllowEmpty),
	                                                "TextureOverlay",      ""));
	pComp->Value(mkNamingAdapt(OverlayType,         "OverlayType",         0));
	pComp->Value(mkNamingAdapt(mkParAdapt(sPXSGfx, StdCompiler::RCT_IdtfAllowEmpty),
	                                                "PXSGfx",              ""));
	pComp->Value(mkNamingAdapt(PXSGfxRt,            "PXSGfxRt",            TargetRect0));
	pComp->Value(mkNamingAdapt(PXSGfxSize,          "PXSGfxSize",          PXSGfxRt.Wdt));
	pComp->Value(mkNamingAdapt(TempConvStrength,    "TempConvStrength",    0));
	pComp->Value(mkNamingAdapt(mkParAdapt(sBlastShiftTo, StdCompiler::RCT_IdtfAllowEmpty),
	                                                "BlastShiftTo",        ""));
	pComp->Value(mkNamingAdapt(mkParAdapt(sInMatConvert, StdCompiler::RCT_IdtfAllowEmpty),
	                                                "InMatConvert",        ""));
	pComp->Value(mkNamingAdapt(mkParAdapt(sInMatConvertTo, StdCompiler::RCT_IdtfAllowEmpty),
	                                                "InMatConvertTo",      ""));
	pComp->Value(mkNamingAdapt(InMatConvertDepth,   "InMatConvertDepth",   0));
	pComp->Value(mkNamingAdapt(AboveTempConvert,    "AboveTempConvert",    0));
	pComp->Value(mkNamingAdapt(AboveTempConvertDir, "AboveTempConvertDir", 0));
	pComp->Value(mkNamingAdapt(mkParAdapt(sAboveTempConvertTo, StdCompiler::RCT_IdtfAllowEmpty),
	                                                "AboveTempConvertTo",  ""));
	pComp->Value(mkNamingAdapt(BelowTempConvert,    "BelowTempConvert",    0));
	pComp->Value(mkNamingAdapt(BelowTempConvertDir, "BelowTempConvertDir", 0));
	pComp->Value(mkNamingAdapt(mkParAdapt(sBelowTempConvertTo, StdCompiler::RCT_IdtfAllowEmpty),
	                                                "BelowTempConvertTo",  ""));
	pComp->Value(mkNamingAdapt(MinHeightCount,      "MinHeightCount",      0));
	pComp->Value(mkNamingAdapt(SplashRate,          "SplashRate",          10));
	pComp->Value(mkNamingAdapt(KeepSinglePixels,    "KeepSinglePixels",    false));
	pComp->Value(mkNamingAdapt(AnimationSpeed,      "AnimationSpeed",      100));
	pComp->Value(mkNamingAdapt(LightAngle,          "LightAngle",          255));
	pComp->Value(mkNamingAdapt(mkArrayAdaptDM(LightEmit, 0), "LightEmit"));
	pComp->Value(mkNamingAdapt(mkArrayAdaptDM(LightSpot, 16),"LightSpot"));
	pComp->Value(mkNamingAdapt(MinShapeOverlap,     "MinShapeOverlap",     25));
	pComp->NameEnd();
	// material reactions
	pComp->Value(mkNamingAdapt(mkSTLContainerAdapt(CustomReactionList),
	                                                "Reaction",            std::vector<C4MaterialReaction>()));
}